International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Vol XXXV, Part B4. Istanbul 2004
Figure 10 The resulting textures with the fewest occluded
pixels were chosen as the facade texture and
placed on the building model.
colour value, the pixel colour is always written. The
hardware depth test ensures that always the closest pixel is
taken and the artificial depth value of 1.0 gives precedence to
non-occluded pixels. The result can be seen in Figure 11.
(b)
(a) Fagade texture extracted from two input
photographs using per-pixel fusion. The images
were taken from two different positions.
(b) The extracted façade textures placed on the
building model.
Figure 11
3.5 Removal of Lens Distortion
If a calibrated camera is being used to capture the building
facades, the lens distortion in the images are corrected on-
the-fly in the pixel shader. The major benefit of this approach
is that the extraction process works with the original images.
Image pixels are therefore filtered only once during the
whole process as opposed to the alternative approach where
the idealised image is computed beforehand. The result is
that the extracted facade textures are of higher quality.
4
4
The lens distortion is described by the parameter set
introduced by (Brown, 1971) and denotes the transition of
pixels from the distorted to the idealized image. Here, the
following subset is used as in (Fraser, 1997):
Ne=Ax A, + AM, TAF,
(2)
Av=Ar +Ay PAX, +âr
Change of interior orientation:
X
Ax SAX UO AC
C
di (3)
2 AD Uu
Ay, — Ay, TT. Ac
C
Radial distortion:
—(-n 4 6
Ax eXQ Kr K, tz.
; + (4)
Ay, = ÿ(°K,+r*K, +r°K,)
Decentring distortion:
2 —2- VS
Av, =(r CN, is
Ay, 2239 (7 € 23^),
Affinity and shearing:
Ax, — XB, ^ yB,
(6)
Av, =0
Because the extraction process needs the transition of pixels
from the idealized to the distorted image and the formula is
not invertible, an iterative method is be used. Unfortunately,
arbitrary iterations are not supported by current 3D graphics
hardware. But because the graphics API Direct3D 9.0
(Microsoft, 2003) already defines dynamic flow control in
Pixel Shader 3.0, graphics cards are likely to include this
feature in the near future. The removal of lens distortion can
at that time be completely computed in hardware.
Until then, an alternative approach must be used. The 2D
transition vectors are pre-computed for all pixels in the image
and stored in a two times 32 bit floating-point texture. In the
pixel shader, a first texture look-up gets the transition vector
and adds the correction values to the texture coordinates. The
new coordinates are then used for the depth and colour
lookup.
4. IMPLEMENTATION AND RESULTS
The design goal of the implementation was to have a vendor
independent system, which means that the algorithms should
work with a broad variety of 3D graphics cards. The graphics
API of choice was therefore Direct3D 9.0, which also
includes the high-level shader language (HLSL).
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